Files
FlaxEngine/Source/Engine/Renderer/PostProcessingPass.h
2020-12-07 23:40:54 +01:00

140 lines
3.7 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#define GB_RADIUS 6
#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
/// <summary>
/// Post processing rendering service
/// </summary>
class PostProcessingPass : public RendererPass<PostProcessingPass>
{
private:
PACK_STRUCT(struct Data {
float BloomLimit;
float BloomThreshold;
float BloomMagnitude;
float BloomBlurSigma;
Vector3 VignetteColor;
float VignetteShapeFactor;
Vector2 InputSize;
float InputAspect;
float GrainAmount;
float GrainTime;
float GrainParticleSize;
int32 Ghosts;
float HaloWidth;
float HaloIntensity;
float Distortion;
float GhostDispersal;
float LensFlareIntensity;
Vector2 LensInputDistortion;
float LensScale;
float LensBias;
Vector2 InvInputSize;
float ChromaticDistortion;
float Time;
float Dummy1;
float PostExposure;
float VignetteIntensity;
float LensDirtIntensity;
Color ScreenFadeColor;
Matrix LensFlareStarMat;
});
PACK_STRUCT(struct GaussianBlurData {
Vector2 Size;
float Dummy3;
float Dummy4;
Vector4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
});
// Post Processing
AssetReference<Shader> _shader;
GPUPipelineState* _psThreshold;
GPUPipelineState* _psScale;
GPUPipelineState* _psBlurH;
GPUPipelineState* _psBlurV;
GPUPipelineState* _psGenGhosts;
GPUPipelineStatePermutationsPs<3> _psComposite;
GaussianBlurData _gbData;
Vector4 GaussianBlurCacheH[GB_KERNEL_SIZE];
Vector4 GaussianBlurCacheV[GB_KERNEL_SIZE];
AssetReference<Texture> _defaultLensColor;
AssetReference<Texture> _defaultLensStar;
AssetReference<Texture> _defaultLensDirt;
public:
/// <summary>
/// Init
/// </summary>
PostProcessingPass();
public:
/// <summary>
/// Perform postFx rendering for the input task
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="input">Target with rendered HDR frame to post process</param>
/// <param name="output">Output frame</param>
/// <param name="colorGradingLUT">The prebaked LUT for color grading and tonemapping.</param>
void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
private:
GPUTexture* getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName);
/// <summary>
/// Calculates the Gaussian blur filter kernel. This implementation is
/// ported from the original Java code appearing in chapter 16 of
/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
/// </summary>
/// <param name="sigma">Gaussian Blur sigma parameter</param>
/// <param name="width">Texture to blur width in pixels</param>
/// <param name="height">Texture to blur height in pixels</param>
void GB_ComputeKernel(float sigma, float width, float height);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psThreshold->ReleaseGPU();
_psScale->ReleaseGPU();
_psBlurH->ReleaseGPU();
_psBlurV->ReleaseGPU();
_psGenGhosts->ReleaseGPU();
_psComposite.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};